Hedonites of Slaanesh – Glutos Orscollion, Lord of Gluttony

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HEDONITES OF SLAANESH WARSCROLL
Glutos Orscollion
Lord of Gluttony
8"
18
4+
5
Glutos Orscollion is Slaanesh’s Grand Gourmand, his Scrumptious Sinner. This repugnant sorcerer epitomises overindulgence and is entirely in thrall to his gluttony. Nevertheless, Glutos considers himself to possess a refined palate. The spiced flesh of mages, the bodies of daemonkin, even the realmstone hearts of Incarnates: these are the taboo flavours he craves. Atop his opulent palanquin, surrounded by his favoured courtiers, Glutos leads his host in search of ever more depraved feasts. As the incense that billows around him stokes a ravenous mania in nearby Hedonites, a single languid gesture from the sorcerer can leave an enemy emaciated and withered or swelling until they burst in a shower of gore. Glutos was once a famished youth from a family of failing Hyshian merchants. Upon breaking into the Temple of the Cornucopian Rite and devouring its sacred grains, he was cursed by the daemon Loth’shar, the patron of the temple’s cult. Loth’shar bade Glutos indulge the most appalling hungers to survive, culminating in eating the flesh of wizards – and, to the daemon’s delight, Orscollion soon developed a taste for depravity. Loth’shar’s visage still leers from Glutos’s arcane stave, whispering about where his favoured champion might find more indulgent feasts.
HEDONITES OF SLAANESH WARSCROLL
Glutos Orscollion
Lord of Gluttony
RANGED WEAPONS
RngAtkHitWndRndDmg
Leerstave of Loth’shar [Shoot in Combat]
Leerstave of Loth’shar
Shoot in Combat
12"12+2+-6
MELEE WEAPONS
AtkHitWndRndDmg
Greatblade and Claws [Companion]
Greatblade and Claws
Companion
83+3+13
Scourge and Dagger [Companion]
Scourge and Dagger
Companion
43+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 470
Base size: 170 × 105mm
Can be reinforced: No
Regiment Options: 0-1 Dark Egotist, 0-1 DAEMON, Any SYBARITE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Greatblade and Claws is 6.

End of Any Turn
GORGE ON EXCESS: Glutos’s followers grow strong on acts of excess.

Declare: Pick a friendly SYBARITE unit wholly within 12" of this unit to be the target.

Effect: Heal (6) the target.

Your Hero Phase
7
CRIPPLING FAMISHMENT: With a snap of his fingers, Glutos paralyses his prey with immeasurable hunger.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Halve the target’s Move characteristic.
  • Halve run rolls and charge rolls for the target.
KEYWORDSSPELL

Passive
THE GRAND GOURMAND: To Glutos, battle is a sumptuous banquet.

Effect: A different effect applies to friendly SYBARITE units each battle round while they are wholly within 12" of this unit, as shown below. The effects of all previous battle rounds also apply to those units while they are wholly within 12" of this unit.

Battle Round 1:
Starter: Add 1 to run rolls and charge rolls for those units.

Battle Round 2:
Main: Add 3 to those units’ control scores.

Battle Round 3:
Dessert: Add 1 to hit rolls for those unit’s attacks.

Battle Round 4+:
Digestif: Add 1 to the Rend characteristic of those units’ melee weapons.

KEYWORDS
WARMASTER, UNIQUE, HERO, WAR MACHINE, WIZARD (2), WARD (5+)
CHAOS, HEDONITES OF SLAANESH, SYBARITE
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

The WARMASTER keyword is used in the following Hedonites of Slaanesh warscrolls:

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Those HEROES can join an eligible regiment as a Dark Egotist.

Infantry Hero
Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2024